Hexatlas

Ülevaade

Hexatlas is the TTRPG world-building tool that brings your setting to life at any scale. Whether you build from the top down, start micro with a single village, or run games in
OSR https://groupfinder.gg/library/old-school-renaissance-osr-2000
,
5e https://groupfinder.gg/library/dungeons-dragons-5e-2014
,
Pathfinder https://groupfinder.gg/library/pathfinder-2nd-edition-2019
, or
GURPS https://groupfinder.gg/library/gurps
, Hexatlas adapts to your style. Build your world right in your browser, share it with your players, and seamlessly navigate your world. Zoom out to see the entire globe, or zoom in to detail individual villages or city maps.

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Find the Path
Actual Play & Podcasts

Find the Path

English
Actual Play
Pathfinder 2E
Comprised of a group of longtime friends, Find the Path produces content that invites gamers and non-gamers alike into the world of Golarion and the Pathfinder RPG system. Known for their strong grasp of the Pathfinder rules system and genuine, cooperative table dynamics, Find the Path tells engaging and exciting stories full of diverse, multifaceted characters and epic fantasy adventure.  Their deep understanding and respect for real-world history and culture truly brings Golarion to life for listeners, and their ability to seamlessly weave explanations of the rules into the story is a great way for those who want to play Pathfinder to get an introduction to the system. Along with high quality audio and a respectful attitude toward each other and listeners, Find the Path is building a vibrant, positive community. Links find-path.com - Official website youtube.com - Youtube channel patreon.com - Patreon page discord.gg - Discord server

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Maia’s Game Room
Actual Play & Podcasts

Maia’s Game Room

English
Actual Play
Maia's Game Room is a narrative actual play anthology featuring rules-light, story-driven TTRPGs from both indie and major publishers. Each season delivers a self-contained tale with a new system, setting, and cast, all crafted with cinematic sound design, emotional depth, and tight editing. Because every season is a completely standalone story, you can start listening anywhere.

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Talislanta
Tabletop Roleplaying Games

Talislanta

High-Fantasy
Rules-medium
Heroic
Talislanta is a fantasy tabletop roleplaying game created by Stephan Michael Sechi, first published by Bard Games in 1987. It draws its inspiration from Jack Vance's Dying Earth novels and the travelogue spirit of the Arabian Nights rather than from Tolkien. It built its identity around a single blunt promise printed right on the box: "no elves". No dwarves, no halflings, no standard-issue fantasy races at all - just dozens of original cultures found nowhere else in the genre.  The game has passed through five editions and nearly as many publishers, including a stint at Wizards of the Coast in the early '90s, and creator Stephan Michael Sechi now makes the entire back catalogue - every edition, every supplement - available for free through the official Talislanta Library. Description Playing Talislanta starts with a choice. Instead of creating a character from separate race, class, and skill lists, players pick one of well over a hundred archetypes. Things like the Cymrilan Rogue Magician, the Jaka Beastmaster, or the Mandalan Mystic Warrior - each one a fully realised character tied to a specific culture. Complete with attributes, skills, gear, and a place in the world already worked out. A little light customisation (a point moved here, a skill added there) and the character is ready to play.  What makes the game distinct isn't its mechanics, which are deliberately light, but the scale of its setting: the continent of Talislanta is home to more than a hundred distinct peoples, and the rulebooks spend far more pages on culture, custom, and worldview than on combat math. It rewards players who want to explore a genuinely alien fantasy world over chasing mechanical optimisation. System Overview & Key Features Archetype-Based Character Creation Character creation isn't a build process, it's a selection process. Every archetype in the book arrives fully statted, dressed, and equipped, tied to a named culture and a defined role in Talislantan society. Archetypes are deliberately unbalanced against one another, since staying true to the setting mattered more to Sechi than parity between character options. The Unified Action Table Skill checks, combat rolls, and magic all resolve on a single d20 chart. Attacking works exactly like any other skill roll: add a skill rating, compare to a target number. There's no separate combat subsystem to memorise, which keeps the rules themselves down to a few dozen pages even in the densest editions. Modes and Orders Magic runs on two interlocking pieces: Modes (twelve broad effect categories like Attack, Heal, or Illusion) and Orders (culturally rooted schools of magic, from Cartomancy to Elemental Magic). A magician's Order shapes how a Mode behaves and looks when cast, so the same underlying effect plays out completely differently in different hands - which lets a short list of Modes support a near-endless variety of actual spells. A World Built Without Tolkien Every culture in Talislanta was designed to avoid genre default: no elves, no generic barbarians, no standard dragons. In their place are peoples like the Thralls (identical clone-warriors distinguishable only by tattoo), the sky-sailing Phantasians, and the shapeshifting Sindarans. The setting material - not the rules - is where most of the page count and most of the game's reputation live. Links talislanta.com - Official Talislanta website talislanta.com/talislanta-library - Free official PDFs of every edition and supplement ever published

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